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! [Q] ZvT Neo Forte - Page 3

Forum Index > Brood War Strategy
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HeaDr0x
Profile Joined May 2005
Brazil97 Posts
September 20 2005 21:22 GMT
#41
Perhaps, to be able to get out the base? ;p
whatever
RaGe
Profile Blog Joined July 2004
Belgium9950 Posts
September 20 2005 22:33 GMT
#42
to make sure your building hatchery actually survives.
Moderatorsometimes I get intimidated by the size of my right testicle
ToT)MidiaN(
Profile Blog Joined May 2003
England2183 Posts
September 20 2005 22:43 GMT
#43
For safety, to avoid such cheese as Reach displayed vs Oversky on Forte a while back. Such cheese attempts are very common there ;O
Nothing worth doing is devoid of risk
iNcontroL *
Profile Blog Joined July 2004
USA29055 Posts
September 21 2005 00:56 GMT
#44
On September 21 2005 05:07 GroT wrote:
very nice thread {88}iNcontroL


ty man
Patriot.dlk
Profile Blog Joined October 2004
Sweden5462 Posts
September 21 2005 01:17 GMT
#45
I guess its a little bit of a T map since you have such trouble
PhilGood2DaY
Profile Joined September 2005
Germany7424 Posts
September 21 2005 02:28 GMT
#46
Hey guys. I think the biggest problem is, that we actually dont really know what strategies are worth it on this map, so at least i couldnt say for sure which match ups are imbalanced. For example : I played 3 ZvP's on Forte vs the same person. I went 12 hatch at the entrance 11 pool, then 6 lings a sunken and expo at natural. I won one game where we were both in the opposite corner of the map. His rush failed and i could easily outplay him. The two other games he was close to me and i didnt have any chance holding his 9/10 gate..

TvZ i sometimes dont know what do : Should i build all my buildings in my main ? Until i have 6 rines ? then float raxes on the low ground and put rines to the entrance ?? For sure u cant stay forever in your main!

I know these questions may sound a bit chobo but i'm not too bad ( can get C+ easily.. ) but still this map confuses me and i dont know what do to in general . This starts with the strange terrain and ends with certain explicit build orders..
hatred outlives the hateful
tomson
Profile Joined November 2002
Poland641 Posts
September 21 2005 02:59 GMT
#47
On September 21 2005 11:28 MaGic~PhiL wrote:
Hey guys. I think the biggest problem is, that we actually dont really know what strategies are worth it on this map, so at least i couldnt say for sure which match ups are imbalanced. For example : I played 3 ZvP's on Forte vs the same person. I went 12 hatch at the entrance 11 pool, then 6 lings a sunken and expo at natural. I won one game where we were both in the opposite corner of the map. His rush failed and i could easily outplay him. The two other games he was close to me and i didnt have any chance holding his 9/10 gate..


If that's your problem - scout with 9th Drone to closest position. If he 2 Gates go 12Pool -> 12Hatch@choke. If not 12Hatch@choke first.

TvZ i sometimes dont know what do : Should i build all my buildings in my main ? Until i have 6 rines ? then float raxes on the low ground and put rines to the entrance ?? For sure u cant stay forever in your main!


Use common sense. If it's possible he might go 9Pool you must build your first 2 Rax in main. If it's possible he will have Speedlings, before you have Stimpack researched don't place any buildings outside main. But generally I would place buildings outside as soon as possible and keep in mind that I should have space in my main for a Bunker and some Turrets. Otherwise one drop with Lurkers can kill your whole tiny main.
PhilGood2DaY
Profile Joined September 2005
Germany7424 Posts
September 21 2005 03:16 GMT
#48
On September 21 2005 11:59 tomson wrote:

But generally I would place buildings outside as soon as possible and keep in mind that I should have space in my main for a Bunker and some Turrets. Otherwise one drop with Lurkers can kill your whole tiny main.



Thats exactly what killed me the first game on this map. There's one spot to place a bunker behind your minerals. The first game i did build supplies all in my main and one drop killed me, cause rines couldnt reach the lurkers and i didnt have siege tanks.


What do you think the match ups on this map are like ? Z=P ? T>Z ? P>T ?

hatred outlives the hateful
tomson
Profile Joined November 2002
Poland641 Posts
September 21 2005 03:40 GMT
#49
I don't know I haven't played enough games to tell (just 3 ZvTs). If you look at the design seems like a Z map (big, a lot of expos, large open flat space at the middle). But then you realise there's 10 minerals in main and only 6 in natural AND you have to 3 Hatch to take it. So I dunno. Seems balanced.

I don't know if anyone popularised this yet, but there's this cute trick where you build a Bunker beneath Zs main mineral line (on lower ground), place your first Marines in the Bunker and an SCV in his main for vision. Forces him to make a Sunken at main if you micro SCV at his main well.
gulii
Profile Joined November 2004
Sweden2791 Posts
Last Edited: 2005-09-21 16:34:09
September 21 2005 16:33 GMT
#50
10 minerals patches...smeels 2 hatch lurker/ling in base ?

But good T dont attack 2 base lurker ling...they just tech tanks and vessels ?
RowdierBob
Profile Blog Joined May 2003
Australia13414 Posts
September 21 2005 21:13 GMT
#51
This is map is fucked for ZvT.

If you're not cross spots there are so many ways a terran can buttfuck you ='[
"Terrans are pretty much space-Australians" - H
iNcontroL *
Profile Blog Joined July 2004
USA29055 Posts
September 22 2005 00:15 GMT
#52
On September 22 2005 01:33 gulii wrote:
10 minerals patches...smeels 2 hatch lurker/ling in base ?

But good T dont attack 2 base lurker ling...they just tech tanks and vessels ?


In hatch is suicide, that ramp protected AT ALL is auto lose for the guy caught in base.
iNcontroL *
Profile Blog Joined July 2004
USA29055 Posts
September 22 2005 01:02 GMT
#53
the 12 pool ling to hatch at expo seemed to work pretty good. The 1 Rax bunk rush got analed and than i was able to pressure with lings and keep his rine count down so by the time my fast lurk showed up i had a running expo 5 lurks and a started spire. He was gg'd. Maybe a viable strategy on this map.
PhilGood2DaY
Profile Joined September 2005
Germany7424 Posts
September 22 2005 01:52 GMT
#54
One of the big problems ist, that you dont really know how good your strategy really is if u didnt play really good gamers.. :D
But if u are > B you should get quite good gamers !

hatred outlives the hateful
Echo
Profile Joined July 2005
United States435 Posts
September 22 2005 05:43 GMT
#55
I dont think control has that problem...
aka EchoOfRain/T.Sqd)RaiN on uswest
gulii
Profile Joined November 2004
Sweden2791 Posts
September 22 2005 14:17 GMT
#56
On September 22 2005 09:15 {88}iNcontroL wrote:
Show nested quote +
On September 22 2005 01:33 gulii wrote:
10 minerals patches...smeels 2 hatch lurker/ling in base ?

But good T dont attack 2 base lurker ling...they just tech tanks and vessels ?


In hatch is suicide, that ramp protected AT ALL is auto lose for the guy caught in base.


Ok

Nice thread !
Day[9]
Profile Blog Joined April 2003
United States7366 Posts
September 22 2005 16:29 GMT
#57
i was having the same problem on alot of maps

it felt like bunker rushes and tank pushes killed me every time

but just PLAY STANDARD and get better at killing them off.

i've lost 100 games in a row to bunker rushes doing the same build, then once my control got better and i started noticing more subtle things, i could win the next 100 doing the same thing, just controlling better.

same goes for tank push

practice makes perfect, just don't get discouraged. Keep doing the same standard stuff (12 hatch, 11 pool)
Whenever I encounter some little hitch, or some of my orbs get out of orbit, nothing pleases me so much as to make the crooked straight and crush down uneven places. www.day9.tv
Echo
Profile Joined July 2005
United States435 Posts
September 22 2005 16:31 GMT
#58
It seems to me that as people become more and more framiliar with this map it may actually turn out to be a very balanced map. In my opinion the answer is to pump a few extra drones earlier and then pump many many lings/maybe even utilize burrow after your 3rd hatch is placed. It basically stops zerg from using the traditional dual tech builds and makes them use a 1 tech + many lings build in order to compensate for their weakness after the 3rd hatch is placed.
aka EchoOfRain/T.Sqd)RaiN on uswest
tekka
Profile Joined September 2005
Korea (South)3 Posts
September 22 2005 18:26 GMT
#59
currently B rank Terran on Pgtour with 33-11 tvz record...
Personally, as a terran player tvzing on forte, I tend to find when z makes 6~8 sunks (to delay my tank push) while continiously rebuilding and being patient accumulating mutalisks, cutting off my additional marines, and massing enough to push my main entirely the most threatening... If they try to change tech to lurkers, they are dead before lurkers come in numbers, if they try to break the push with muta,lings, not a single one has succeeding considering I make 1~2 bunker 3~5 turrents by my tank push. ZvT on forte is hard nonetheless, but mutalisks are your best bet. I dunno how it will work vs 8 barrack since I never do that...
sd
littlechava
Profile Blog Joined March 2004
United States7221 Posts
October 29 2005 02:52 GMT
#60
On October 29 2005 10:34 {88}iNcontroL wrote:
now would be a good time for someone to resurect the ZvT Neo Forte thread!

So...control/any other decent z users have good reps of ZvT on Forte?
Entusman #12
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